The stun problem

I won’t expect much from randoms

It’s not just randoms, I have looted many people in the leaderboard too. It really doesn’t take a lot to remove 1, 2, 3, 4 or 5 stun immunes/absorbers/counters/converters and put moogong + ying there…

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Can’t really argue on that

A cent, lava entrance, poison entrance, Sepheris etc etc will recover all sleeping monsters.

If anyone can tell me how to realistically recover all 400TU stun locked monsters, without it being a super niche scenario, I’m all ears.

Nightingale assuming a Bastia isn’t out. Bastia stops stun the same way it stops those sleep countering entrances you mentioned.

I agree. They should remove asmodia poision entrance.Always removes sleep.

That still leaves a 3vs4.

Whilst it’s the best option, one monster is not enough. There has to be a move/ moves available on multiple monsters to realistically counter.

As per the sleep example above.

Persistent Roaring entrance (bypass bastia) + rescue team turn

Best idea so far

The stun spammers will just have a KBN Mon out with their Bastia to prevent this if this ever is introduced.

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Why are half the people here complaining about the top players not being able to deal with stun? It’s not basic stun that everyone hates, it’s specifically stunlockers, that have such an overwhelming amount of stun that it’s nearly impossible to avoid ALL of it. 1 or two stunners are annoying, but stunlock means that 90% of the time if the person isn’t a fuckin idiot, that you’ll get locked and just lose. There’s too many things enabling it and too few things stopping it or allowing you to recover

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I almost never have problems with stun, but I do find it annoying to have to build around since I hate losing to stun. It’s basically like a second restriction list where there are a certain amount of stunnable mons I can include in a team before I start losing to stunners. The number of stunnables I can afford to run fluctuates depending on what type of team I’m running and also what good stun protection is blocked by the actual restriction list.

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Yeah, as if it wasn’t already bad enough, the list restricts almost all the viable stun protection at least every 2 seasons

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You would have to consider where the problem lies in detail.

Maybe it’s enough to nerf 1 or 2 main problem monsters a little without tearing up the entire strategy behind it.

Because you should keep in mind that those who play this strategy have little to no chance of a comeback if the stun is blocked in any case.

So it’s like playing with fire every now and then.

I also hate this stun to infinity.

But you should try not to completely destroy this strategy.

I think the devs haven’t yet come up with a clever solution to counteract the general problem, as this problem has been complained about for a long time.

Maybe it would also help if, for example, attacks like “cresendo” or “doomgoo” or “raw attacks”
cannot be used as soon as the total seconds of the opposing monsters exceed a certain value

Trust me, it’s not. The main issue is the stun duration, although I do feel like being able to have a viable stunner or two per team is healthy for the game (that’s what I’ve been doing for ages). I doubt nerfing one or two problematic mons would help when the devs keep releasing stuff like doomgoo and geoceron to balance out the small stun nerfs we’ve been given.

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I think we should start with genuine stun lock counters / remedies on accessible monsters (ie not on one awakened myth) and see how it goes. For example a rescuing team turn on a roaring legend:

  • Only applies to monsters who have been stunned to 200 or perhaps 250TU or more

  • Can’t be used 150 secs before the start of battle (to prevent abuse).

  • Doesn’t give turn to stun immunes

  • doesn’t apply to monsters who got themselves to 200+ TU through their own moves.

That way, it doesn’t harm the regular use of stun, but stun lock has a genuine counter.

Either that or cap the number of TU a monster can be stunned to in PvP to 250. Again, hits stun lock, but not normal stun entrances etc.

Guys, whats the optimized Stun Lock team?

Thx , this is what I wanted very long time.I am always thought Bastia, stack able stun ,and stunable token is the culprit for this case.

But, I hope another monster like Zeus wyrm ,xyz or stun pulse stuff not get punished because this :smiling_face_with_tear:.

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I have question, how about stun absorber?

Few week ago, I have idea for “Transformator” for xyz “stun absorber+ can’t be stunner if the sec is 200 sec or more” but someone said its very powerful ,because stun absorber but he can’t be stunned😅

Another typical xyz player.Mr.sir come up with new ideas or mons. I have seen many wants to buff xyz either ways. He is already good no need to change.